920 Lair of the Dragon Scholar

Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG. This is a sample version of the adventure section that features map 920 Lair of the Dragon Scholar.

Camel Point Camp

Journey to the Camp

The expedition sets out into Minsteth Desert. It is a six-day trip to Camel Point Camp and then a three-day trip to the dragon lair. The small campsite is set against a natural, horseshoe-shaped stone formation that shields it from the weather.

The Caravan. The characters, Bakli, and two other loyal mercenaries are Mirla’s inner circle. She shows them the caravan at dawn in Minsteth Sand. There are eight carts laden with Cinderclaw’s tribute. She reveals that the cargo consists of 8,000 GP in coinage, half that much value in art objects, and a hundred tomes and scrolls covering a variety of subjects.

The Escort. Apart from Mirla’s inner circle, twenty mercenaries come to protect the caravan. They need numerous combatants because the desert predators, especially those aligned with Cinderclaw, are very dangerous.

The Coup. On the fifth day, some of the mercenaries hired by Mirla Jarmin, who have protected the caravan up to this point, reveal their true colors and try to commandeer the carts to steal the dragon’s tribute. Four toughs and three guards do their best to murder Mirla and take control of the expedition. If reduced to half their numbers, they lose confidence and flee in a panic.

Arrival. After six harrowing days under the desert sun, the caravan arrives at Camel Point Camp. A sparse wagon fort surrounds the camp.

Locals. Four desert-dwellers live permanently here and are well-known. The rest are brigands who came here expecting the tribute caravan.

Ambiance. The camp’s occupants are on edge, their intentions not fully concealed. These people wait for a good opportunity to strike unseen.

Weather. The rock formation around the camp rises to a height of 60 feet. It protects the campsite from wind and sun for a fraction of the day. Camel Point Camp has stood here for several decades.

B1. Camp Surroundings

The camp is guarded by a semi-circular stone formation; many people are inside. Parked wagons are arranged in a line, facing the sand.

From afar, the campsite bustles with activity. Bakli and Mirla both remark that there are more people than usual. The dwarf covertly tells the characters to be alert; this is a bad omen: “They knew we were coming. What do you think they want?

Mirla. The woman says that resting in Camel Point Camp is necessary as the camels and people must rest before the last stretch of the trip.

B2. Wagon Fort

As is expected, the expedition caravan parks the carts by the camp’s wagon fort. This helps protect the area further from the inclement weather.

Carts. The vehicles have been made to look like merchant carts, but it is a ruse. Crates and sacks are empty (DC 14 Investigation).

B3. The Campsite

A large man wearing gold jewelry and a twisted mustache emerges from the largest tent and introduces himself as Xander Grayfrog. He claims to be a merchant traveling southwest, toward Minsteth Sand. He invites the newcomers to share a meal and rest before embarking on the next journey at dawn. Mirla accepts the gesture out of courtesy, but it is clear she does not trust the merchant.

Xander. The falsely amicable man is, in fact, a merciless brigand. He knows who Mirla is and what the expedition carries.

Followers. Xander Grayfrog’s men are in Camel Point Camp, clearly carrying weaponry. There are fourteen bandits and three toughs among them.

B4. The Way Forward

Mirla, her traveling party, and the heroes prepare for three more days on the road. But Xander has a nasty surprise (see Development).

Development

In the evening, all of Mirla’s mercenaries are offered a cup of wine. Characters with a good sense of smell perceive a faint acrid scent coming from the wine (DC 18 Perception). A Detect Poison spell reveals that all cups contain poison. Xander Grayfrog also carries a glass vial in a belt pocket half filled with concentrated poison (DC 14 Constitution save or 2d6 Poison damage). If the campsite brigands are confronted about it, Xander unsheathes his blade and starts the fight.

If Mirla and his mercenaries drink it, Xander Grayfrog (guard captain) and his men attack immediately after. On the caravan’s side, Mirla, Bakli, the characters, and the surviving mercenaries from the desert coup (at most fifteen guards) must fight the brigands back. However, if Xander is defeated in combat, the rest of his men become demoralized and flee into the desert.

“Take good care of these noble beasts. Without these camels, we would be lost in the endless dunes of Minsteth Sand. Also, do not forget to pay your respects to the inclement desert. I’ve known many who grew complacent and stopped being cautious. They do not walk among us anymore. They are utterly gone…”

Bakli Tourpin

Lair of the Dragon Scholar

Journey to the Lair

The expedition leaves Camel Point Camp, travels north after clearing the rocky landscape, and enters the hunting grounds of dangerous creatures known as sand sharks (see Rumor 6).

Clues. For hours, the travelers see wave-like tracks on the sand, gnawed bones, and dry droppings. Knowledgeable characters know the culprits are bulettes. They know that their bellies are soft and their weak point (DC 16 Nature).

Ambush. Three bulettes attack on the 2nd day after leaving the camp. Characters that know their weak-spot can exploit it (Disadvantage to their Attack Roll in exchange for double damage). If two bulettes are defeated, the other one flees.

Arrival. After three days of traversing the inhospitable landscape, the caravan reaches a rocky peak in Minsteth Desert. A ragged opening on its side leads into darkness (area C1).

Ambiance. The air is so dry that static electricity jumps at the slightest friction. This is common near blue chromatic dragons (DC 17 Arcana).

C1. Entrance

The cavernous entrance is wide enough to allow the passage of the caravan carts. Under Mirla’s orders, the carts are slowly moved so they can be parked in area C2.

C2. The Scholar’s Welcome

When the travelers reach this part of the lair, Cinderclaw, the blue dragon, speaks:

Finally! My subjects bring forth gifts to honor me. I hope they are as luxurious as 5 years ago. Did you bring books?

The dragon sits in area C6, behind the 10-foot-tall wall (see map). It expects visitors to circle to area C5 to speak. If a creature climbs over the wall, it attacks with its Lightning Breath and says, “Be civil and climb the steps toward me, you fools.”

Mirla. Still convinced that the dragon must die, Mirla attempts to craft a plan with the characters to attack Cinderclaw. Bakli does not like this and advises patience.

C3. Bygone Adventurer

By the northwest wall, the crumbling remains of a lone adventurer lie on the sand.

Remains. The bones are cracked from within. Strong lightning can cause this type of damage (DC 16 Medicine).

Treasure. The skeletal hand still carries a blade; it is a Dragon Slayer Shortsword. The blade has an additional property; it is cursed: When a dragon attacks the wielder, they have Advantage on all attacks.

C4. The Steps

Three 3-foot-tall steps lead up to areas C5 and C6. Twelve kobolds wearing colorful, paper-like robes stand here impassive. Two of them carry torches that radiate blue fire.

Cult. Many dragons have small followings of lesser races that worship them as deities. Kobolds often do this (DC 14 Nature). These kobolds are loyal to Cinderclaw. Their job is to sort through the tribute caravan and add it to the hoard.

C5. The Library

Two 60-foot-tall stone bookshelves are embedded in the south wall of the dragon scholar’s lair. It is packed with countless tomes and scrolls.

Collection. Cinderclaw has curated an impressive collection of titles from different mortal cultures. From the tomes, it is clear that the dragon is partial to poetry and musical works.

Treasure. There are some spellbooks on the shelves. Collectively, there are eighteen random Wizard spells, two for each spell level.

This is a sample version of the adventure section that features map 920 Lair of the Dragon Scholar. Get the full adventure to learn about the NPCs mentioned in the intro and to know the conclusion of this cool supplement. Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG.

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